This was mainly a connectivity update, only ImpulseReactor.dll was replaced.
+ Made data packet size smaller which should help people whose routers don’t allow such large packets. The
symptoms of this are losing connection to the NAT facilitator or the connection dialog showing that you are
connected to someone but they are not connected to you (or vice versa)
+ Changed the channels some of the messages were being sent on to try to prevent one channel from getting
too backed up
+ Added location awareness to the UDP proxy coordinator so that it can try and pick the best server to use as a
proxy
+ Fixed crash bug when players quit at the same time in the lobby
+ Fixed bug where Demigod would occasionally report that an update was available when it wasn’t
+ Added code to bind on a local IP address to prevent bugs caused by having multiple network connections (i.e.
a wireless and Ethernet connection)
You may want to try without the /serverproxy only parameter with this update to see if you can connect without the proxies now that the packet size is smaller. This was a particularly devious bug to figure out because we could see in the packet logs that packets were being received, but the packets were never being processed because they were missing data.
We also increased the proxy timeout time, which should help with the bug where you're stuck at the map loading screen with the message "Waiting for other players". This screen stays up until all players have loaded the map, so if a player lost their proxy connection because it didn't receive any data while the map was loading, it never got any further. Players with slower machines will still take a long time to load the map, so you may want to give it some time before you quit out.
As far as the connection drops that occur once the game has started, there are two possibilities:
1) If the connection to the proxy server was timing out too early, this may have caused the problem and you may see a decrease
2) It may be something in the Demigod multiplayer code, which is different than the code that ImpulseReactor uses to make the connections. Even if it's the first possibility, if data is not being sent often enough to keep the proxy connection alive, it could still be something in the Demigod code.
If you are still getting connection drops once the game has started, please send in your DemigodLog.txt and ImpulseReactor.log and .csv files to [email protected] to help GPG and Stardock figure out this problem. You'll need to send in the files immediately after the drop occurs to make sure that the files are not overwritten by subsequent games.
Thanks!